Software Engineering (SE) education shapes the perspectives taken by future software engineers. SE processes/methods represent an important knowledge area demanded by industry and curriculum guidelines but belong to those knowledge areas, which are challenging to be taught intuitively accessible. Just providing islands of knowledge is not sufficient in SE education. It has to provide students with the ability to focus on details demanded by stakeholders, technology, and the project environment but to keep a holistic view of the SE endeavor at the same time. To develop demanded competencies—knowledge, skills, and attitudes—SE education has to enable learning experiences where concepts, methods, and tools are perceived as actually supportive, providing orientation and guidance. Taking the high and increasing number of varying existing SE processes/methods into account, the knowledge provided has to be highly transferable to prepare students for their future SE endeavors. This paper presents the results of a case study conducted in summer semester 2016 to evaluate an Integrated Approach introducing students to SE methods based on simulation, Digital Game-Based Learning (DGBL), and SEMAT Essence.